Need Help with an Adventure Plot


Advice

Liberty's Edge

Hi All,

I am currently running the Price of Immortality Trilogy, and the heroes are on their way to Tamran via the Tourndel River. They are about to make a stop along the way at Three Pines Ford.

Three Pines Ford is along the northern (or Lastwall) side of the river.

I want a short adventure at the town and for the life of me, can't come up with a short adventure.

I need the following:

  • to involve the harbour master
  • involve the Priests of Razmir
  • involve a Molthune spy
  • a short mystery for the heroes to solve
  • to highlight the difference between Lastwall and Nirmathas
  • foreshadow the duplicity of Razmir

I've entitled the "episode" as Harbour Master's Bluff

Any assistance would be greatly appreciated.

Liberty's Edge

Perhaps there is a smuggling operation that moves goods or whatnot through the small town. Tracking down the smugglers and finding out why they are moving said macguffin could form the basis of the mystery.

Liberty's Edge

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For the record, this is what I cam up with:

TITLE: Bag Things Come in Trees
SYNOPSIS: The heroes arrive at Three Pines Ford. Whilst venturing into the town, they answer the call of a local druid who is seeking assistance. Soon after they find that one of three ancient dryad trees are dying, and the heroes must establish what has occurred. Matters get worse when the heroes learn that one of the trees is being poisons from underground, which leads the heroes back to town to track down the would-be culprit. The trail goes cold, but not before learning of the sinister plot unfolding in the forest.

ADVENTURE:

- PART 1 -
The heroes arrive in Three Pines Ford and are greeted by the harbour master Braffolk Gysby. Captain Walren doesn’t trust the man, but says that he is helpful enough. Braffolk explains the current situation in Three Pines Ford, and explains that violence will not be tolerated.

The heroes can purchase goods whilst they are here and there are some magic items to be found in the city.

- PART 2 -
Whilst in the city, they find a poster bill asking for assistance from a local herbalist. If they follow this lead, they meet with a young half-elf druid on the outskirts of the town. There they learn that she has sensed a disturbance in the wilds, and somehow the Three Pines are changing. How she is not sure, but asks the heroes for their help.

The druid, although well prepared to deal with the matter herself, has more pressing matters as she has found that one of the three pines is dying, and she is concocting an elixir to slow the progress of the disease whilst she gains help. She asks the heroes to go to the sick Pine and see if there is something that she has missed.

- PART 3 -
At the tree, the heroes notice that it has withered somewhat compared with the other trees in the area, however they also notice decay in the surrounding area below the tree which resulted in one of two saplings dying. The tree is massive and at some angles looks as though its surface is that of a persons face screaming in pain.

The heroes find signs of collapsed ground about 40 feet from the tree and after a bit of digging (with the druid’s permission of course), find a tunnel leading to the tree.

A check of the tunnel show that it was recently used. The tracks are that of a small size humanoid.

If the heroes move down the tunnel towards the tree, they come to a hollowed out area. Inside they notice the remains of recent occupation (DC15 perception to notice it was used less than a day ago), with a makeshift table or alter constructed at the base of the tree roots. The remains of a purple waxy residue and a red power are scattered about the floor in this makeshift room. A further perception check (DC 15) establishes that the patterns form a ritual circle. The use of detect magic shows that there is residual magic present of a necromantic nature, and a spellcraft check (DC20) identifies that the magic used is some type of poison spell similar to the one used on the honey in Kassen, but far more powerful. A knowledge (arcana) check (DC 25) identifies it as being an older type of magic not seen for hundreds of years in these parts.

Whilst searching, the heroes are set upon by 3 Twig Blights and a Debased Dryad who have been created as a result of the dark magics used.

- PART 4 -
The heroes take a sample of the wax and red powder base to the druid at which point she identifies that both are magic items. She recommends visiting the local magic shop, Ageng and Elyelen’s Vault.

The heroes visit the shop, perhaps purchase some items and continue their investigation.

The shop keeper is a middle aged dwarven woman named Ageng. She is well spoken and helpful.

A check of the shop (DC 15 perception check) shows a shelf which is empty with a fair amount of dust apart from a rectangular shape. This indicates that something was here previously. In fact this was the location of a alchemist’s kit that had been on display for some time, but was recently purchased by a gnome who had recently arrived in the town.

If the heroes do not purchase anything, the dwarf is indifferent and unhelpful. If the heroes purchase something valued at 50gp of more, and successfully make a diplomacy check (DC 10), the dwarf assists them in any way she can. If asked about the item, she mentions the story of the purchase, indicating that the gnome paid full price without haggling.

- PART 5 -
If the heroes haven’t made their presence and purpose discrete within the town, they are followed by Molthune agents working for Andre Colton, a local Molthune spy, with the cover of a local accountant.

If the heroes are overheard mentioning about their quest to go to Tamran, or anything about the Razmirians who stole the amulets, the spy quickly attempts to leave the scene in an attempt to get the information back to their employer.

If the heroes take this bait, run an encounter where the spy is chased through the streets (using Chase Cards).

If captured, the spy refuses to assist. If brought to the attention of the local Militia, the spy is thrown in jail as a Molthune spy.

If the heroes remain in the town for long, they learn that the spy was found hung in his cell the following morning.

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